1.11 Changelog

*** 1.11 is scheduled for release on 01/06/2011 ***

  1.11 is a stability patch based on the feedback given since 1.1's release.  It resolves crashes and improves the AI.

 

Changes:

1. AI is much better at casting strategic spells.

2. AI better at queuing units to be trained.

3. AI unit design improved.

4. Crash fixes in the battle engine.

5. Resolved an end of turn crash.

6. Fixed a multi-threaded crash in evaluate relations.

7. More resources at placed on the map (about 50% more than 1.1).

 

33,570 views 47 replies
Reply #1 Top

It resolves crashes and improves the AI.
End of quote

Yay. *crosses fingers* and fires up dropbox in anticipation of posting a thread full of crash dumps :blush:

Reply #2 Top

Oh been hearing good things from the guys playing around with Brad's builds, maybe I'll fire up a quick game if the patch goes through before I go to bed :)

Reply #3 Top

I dislike your date format :) month/day/year i will never understand. Patch however I like.

Reply #4 Top

Hopefully this patch fixes the "Out of Memory" crash.  This is a pretty good game, but that OOM crash prevents me from playing it. :'(

Reply #5 Top

Quoting xStarfirex, reply 3
I dislike your date format month/day/year i will never understand. Patch however I like.
End of xStarfirex's quote
No no, it really means the first day of june of 2011!!!

2011/01/06 ftw!

Reply #6 Top

Is this the same AI from 1.1d or has Brad been working on it secretly?

Reply #7 Top

Is the 1.11 going to increase the resources available like in Brad's build? I find the 1.1 no resources world rather depressing...

Reply #8 Top

Quoting Sarudak, reply 7
Is the 1.11 going to increase the resources available like in Brad's build? I find the 1.1 no resources world rather depressing...
End of Sarudak's quote

I'm glad you mentioned that, I'll update the list.  By default the game placed 1 random resource per 200 tiles.  Brad changed it to 1 per 100 tiles and we tuned it back to 1 per 150 tiles.

What's needed here is a better resource allocation system (than just random placement) which is being worked on for 1.2.  But the public 1.11 patch will have resources at halfway between 1.1 and Brad's patch.

Reply #9 Top

Quoting xStarfirex, reply 3
I dislike your date format month/day/year i will never understand. Patch however I like.
End of xStarfirex's quote

he's american.  we also use outdated crap like "feet" and miles.  metric system makes so much more sense...

Reply #10 Top

As a modder, it would be hugely beneficial if we could actually determine the exact amount of spawns on a map, outside the current random placement. A problem right now is that if we introduce new resources on the map, they actually bump the old ones out.

You have the rarity tag right now, but I think a second tag would be useful, such as... <onespawnperland> or whatever. Then we could put a number in which it determined how often this new resource would spawn based on the number in that tag. You say there's one random spawn for every 150 tiles right now, so how about we have a similar functionality for the new tag where we can define one resource VS how many tiles are on the map. For example, <onespawnperland>350</onespawnperland> would mean that after the random resources were placed, it would ALSO place this resource once per every 350 tiles (obviously, 350 is a very very low number here).

Ideally, a resource could then have both the rarity tag and the new tag to provide some randomness.

My situation is that I want to create 5-6 new world resources based on a premise for a mod. However, the system as it is now is just way too random - I can end up with 6 of one type, 3 of another and 0 of the rest - even on a very small map. The new tag would solve that problem.

A third tag comes to mind, which would be something like <alwaysplaceatleast>, which would define how many resources would always be placed on a map, counting resources placed by rarity and the second, new tag. Let's say you get 2 from the rarity tag, then another 1 from the onespawnperland tag. If the alwaysplaceatleast tag was higher than 3, it would then place more until the number was fulfilled. This way, we could guarantee X amount of the new resource on a map, regardless of the size of the map. Then, rarity would take care of truly random placement for a unique experience, and onespawnperland would take care of modifying the spawn so that you always have a certain amount of spawns on large or huge maps, and alwaysplaceatleast would take care of making sure that there is always at the very least X resources on a very small map.

Reply #11 Top

Huh... I really felt like the differnece was bigger than that. In most of the games I played in 1.1 I found nearly nothing as far as resources. In the build Brad put out I usually found 1 or 2 interesting city locations.

Reply #12 Top

Just a small thing: there's a very high chance my math is wrong, but isn't a change of 1/200 to 1/150 actually 33% more, not 50% more?

That said, the changes look nice. As soon as support gets back to me and I can actually register my game and download an update, that is.

Reply #13 Top

Quoting Heavenfall, reply 10
For example, <onespawnperland>350</onespawnperland> would mean that after the random resources were placed, it would ALSO place this resource once per every 350 tiles (obviously, 350 is a very very low number here).
End of Heavenfall's quote

 

It doesn't sound like a guaranteed 1 / 350 spawn for a given resource would be considered a low number at all, if currently all of the resources have to compete for each 1/150.  So it sounds like on average a given resource type spawns (1 / 150) / # resource types, aka 1 per (150 * resource types).  Modified by rarity and then pumped up by Adventure techs, of course...

Reply #14 Top

Quoting Flunkie, reply 12
Just a small thing: there's a very high chance my math is wrong, but isn't a change of 1/200 to 1/150 actually 33% more, not 50% more?
End of Flunkie's quote

Yes. An easy way to think of it is that we'll get 4 resources per 600, instead of 3 resources per 600.

Reply #15 Top

If you had a <onespawnperland>200</onespawnperland> you'd get as many of that type as all the other types put together. So 350 is still very low. Most likely reasonable numbers would be above 3000.

Reply #16 Top

Quoting Heavenfall, reply 15
If you had a <onespawnperland>200</onespawnperland> you'd get as many of that type as all the other types put together. So 350 is still very low. Most likely reasonable numbers would be above 3000.
End of Heavenfall's quote

 

Ah!  I see, you meant low # of land per resource, not resources per land.  Gotcha.

Reply #17 Top

Quoting Lavok47, reply 4
Hopefully this patch fixes the "Out of Memory" crash.  This is a pretty good game, but that OOM crash prevents me from playing it.
End of Lavok47's quote

It doesn't unfortunately.

It's going to be more complicated to fix because it's not a memory leak but a memory load. The problem with the AI getting better is that it's using more "stuff".

The memory thing is our #1 priority for v1.2.

Reply #18 Top

Great work guys!

Reply #19 Top

So the current "solution" to OOM crash it to play with fewer opponents?

Reply #20 Top

When do we get the 64 bit version?? I want to use all 12GB of my memory!! *drools*

Reply #21 Top

Quoting Heavenfall, reply 10
As a modder, it would be hugely beneficial if we could actually determine the exact amount of spawns on a map, outside the current random placement. A problem right now is that if we introduce new resources on the map, they actually bump the old ones out.

You have the rarity tag right now, but I think a second tag would be useful, such as... <onespawnperland> or whatever. Then we could put a number in which it determined how often this new resource would spawn based on the number in that tag. You say there's one random spawn for every 150 tiles right now, so how about we have a similar functionality for the new tag where we can define one resource VS how many tiles are on the map. For example, <onespawnperland>350</onespawnperland> would mean that after the random resources were placed, it would ALSO place this resource once per every 350 tiles (obviously, 350 is a very very low number here).

Ideally, a resource could then have both the rarity tag and the new tag to provide some randomness.

My situation is that I want to create 5-6 new world resources based on a premise for a mod. However, the system as it is now is just way too random - I can end up with 6 of one type, 3 of another and 0 of the rest - even on a very small map. The new tag would solve that problem.

A third tag comes to mind, which would be something like <alwaysplaceatleast>, which would define how many resources would always be placed on a map, counting resources placed by rarity and the second, new tag. Let's say you get 2 from the rarity tag, then another 1 from the onespawnperland tag. If the alwaysplaceatleast tag was higher than 3, it would then place more until the number was fulfilled. This way, we could guarantee X amount of the new resource on a map, regardless of the size of the map. Then, rarity would take care of truly random placement for a unique experience, and onespawnperland would take care of modifying the spawn so that you always have a certain amount of spawns on large or huge maps, and alwaysplaceatleast would take care of making sure that there is always at the very least X resources on a very small map.
End of Heavenfall's quote

Yeah, we need a resource placement overhaul.  Brad's work helps tremendously by placing more resources in the world but we also need to work on distribution.  You are right that we need some attr to enforce mandatory resource placement.

Reply #22 Top

When do we get the 64 bit version?? I want to use all 12GB of my memory!! *drools*
End of quote

I'd have to take care of some other details, like getting a new computer, but now that Sandy Bridge is coming, that's ok.

Reply #23 Top

Quoting Derek, reply 8

Quoting Sarudak, reply 7Is the 1.11 going to increase the resources available like in Brad's build? I find the 1.1 no resources world rather depressing...
I'm glad you mentioned that, I'll update the list.  By default the game placed 1 random resource per 200 tiles.  Brad changed it to 1 per 100 tiles and we tuned it back to 1 per 150 tiles.

What's needed here is a better resource allocation system (than just random placement) which is being worked on for 1.2.  But the public 1.11 patch will have resources at halfway between 1.1 and Brad's patch.
End of Derek's quote

 

Oh glad to hear there are some plans to overhaul the system for 1.2 :)

Reply #24 Top

How much better than 1.1d will it be, AI-wise ? What can we expect ?

Reply #25 Top

Quoting Werewindlefr, reply 24
How much better than 1.1d will it be, AI-wise ? What can we expect ?
End of Werewindlefr's quote

It's the public version of 1.1d with resources tuned down a little and the higher level monsters disabled.  When we got back from vacation this week we started testing Brad's patch, verified it was good for public consumption and decided to push it public (instead of waiting to include it with 1.2).